Andrew Haining's Blog
Ratus Apparatus is a one man game developer (Andrew Haining, a.k.a. The Sombrero Kid) based in Glasgow, Scotland. I'm currently working on my first game Alaska which is due to be released in summer 2015. you can find out more about Alaska here
, or by reading my development blog
A quick summary of the pros and cons of the various engines at GDC this year.
What I learned about entering the IGF last year, advice for devs and advice for the IGF!
No matter where you go in the games industry you'll find countless people telling you to start small "make something manageable that you'll get done quick or you'll never finish it" is the accepted wisdom but I believe this is bad advice.
I've been hearing a lot of people talking about Unity lately and I know a LOT of developers who've moved over to Unity to develop their games and this is a good thing, for now...
I try and make sense of what little success in getting coverage for Alaska in the games press.
Brief overview of The Agency Engine, my game engine I'm building Alaska on. This is reprinted from my development blog post http://www.ratusapparatus.com/blog/the-anatomy-of-the-agency-engine/
Andrew Haining's Comments
[Blog - 08/27/2015 - 01:00]
[Blog - 08/25/2015 - 01:22]
I wrote this small C ...
I wrote this small C class which uses the rest sdk to add cross platform Google Analytics to any native application, it currently uses Microsoft 's cross platform rest sdk Casablanca but I 'm planning on porting it to a rest sdk with a smaller dependency footprint to keep it ...
[Blog - 08/17/2015 - 02:01]
[Blog - 08/14/2015 - 01:58]
It 's never the right ...
It 's never the right call to not use the space, as people have suggested moving obscuring elements into the unused space is a great idea, alternatively there are 2 ways to deal with varying aspect ratios, one is to widen the horizontal field of view for 16:9 the other ...
[News - 08/03/2015 - 05:58]
[Blog - 07/06/2015 - 01:34]
Couldn 't agree more, not ...
Couldn 't agree more, not to mention it gross 100k which should 've been more than enough to perpetuate a 2 person studio.